> For the complete documentation index, see [llms.txt](https://wiki.redmodding.org/cyberpunk-2077-modding/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/rig-deforming-for-v/for-v-how-to-make-equippable-rig-mods.md).

# For V - How to make equippable rig mods

## Summary:

**Published**: May 24 2026 by [nutboy](mailto:undefined)\
**Last edited:** May 24 2026 by [nutboy](mailto:undefined)

This tutorial will show you how to make a rig mod that is an equippable inventory item for player masc or fem V.

A benefit of making a rig an equippable item is that you can have multiple installed at once.

### **Wait, this is not what I want!**

* If you want to edit a rig [For V and NPC - Rig deforming](/cyberpunk-2077-modding/modding-guides/npcs/rig-deforming-for-v.md)
* If you want to make an always-equipped rig for V or a specific NPC [For V or NPC - How to make a rig mod](/cyberpunk-2077-modding/modding-guides/npcs/rig-deforming-for-v/for-v-or-npc-how-to-make-a-rig-mod.md)
* If you want to learn what a rig even does, check [Armatures: .rig files](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/armatures-.rig-files.md)

## Requirements:

* You made an edited .rig file using the [For V and NPC - Rig deforming](/cyberpunk-2077-modding/modding-guides/npcs/rig-deforming-for-v.md) tutorial.
* You have downloaded the [template project from Nexus](https://www.nexusmods.com/cyberpunk2077/mods/29957).

<table><thead><tr><th width="155">Mod / Tool</th><th width="232">Version</th><th>Links</th></tr></thead><tbody><tr><td>Wolvenkit</td><td>latest >= 8.17.1 Stable</td><td><a href="https://github.com/WolvenKit/WolvenKit-nightly-releases/releases">Nightly</a> | <a href="https://github.com/WolvenKit/Wolvenkit/releases">Stable</a> | <a href="/spaces/-MP_ozZVx2gRZUPXkd4r/pages/-MZyVMbYHIDdrFBG7aP9">Install guide (wiki</a>)</td></tr><tr><td>ArchiveXL</td><td>latest</td><td><a href="https://www.nexusmods.com/cyberpunk2077/mods/4198">NexusMods</a></td></tr><tr><td>TweakXL</td><td>latest</td><td><a href="https://www.nexusmods.com/cyberpunk2077/mods/4197">NexusMods</a></td></tr><tr><td>EquipmentEX (optional)</td><td>latest</td><td><a href="https://www.nexusmods.com/cyberpunk2077/mods/6945">NexusMods</a></td></tr></tbody></table>

## Step 0: Preparing your WolvenKit Project

{% hint style="info" %}
This template is the same for both V and NPC rig mods.
{% endhint %}

Start by making a new project in WolvenKit. Name your project.

I recommend using a format such as "moddername\_modname" or "modderinitials\_modname" to match the template's .xl file.

<figure><img src="/files/Jars1Y0SiklNQ01rRLjn" alt=""><figcaption></figcaption></figure>

Open your new project's root folder by clicking the yellow folder button on the top right of the project explorer.

<figure><img src="/files/efb28eAAtDNUaeGFOujt" alt=""><figcaption></figcaption></figure>

In your computer's file explorer, unzip the template project. Open and drag the template files into your project. The template archive/resources folders will merge with the project folders.

Go back to WKit. It will show the new files in the project explorer. If it does not, hit the blue refresh 🔄 button next to the yellow root folder button.

Here's what the template project should look like:

<figure><img src="/files/ClZtjL3dFlDtFfmwvNeO" alt=""><figcaption></figcaption></figure>

(It may have a few extra files if you're using the template with FPP support.)

## Step 1: Replace template folder & file names

{% hint style="info" %}
Check [this page](https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/items-equipment/moving-and-renaming-in-existing-projects) on how to update file and folder paths inside the structure.
{% endhint %}

First, we need to replace all placeholders of "moddername" and "modderinitials" and "modname" in the project.

{% hint style="info" %}
The entire template in a nutshell:

"**moddername**" — change this to YOUR NAME

"**modderinitials**" — change this to YOUR INITIALS\
(or a shortened version of your name, less than 3-4 letters ideally)

"**modname**" — change this to a UNIQUE NAME for your mod\
Do not use the same name for multiple mods.

Do this for file names and then open each file and do the same search and replace for all paths and names inside each file.
{% endhint %}

Here are the full steps:

1. Locate the Archive section of your project explorer.
2. Select the first folder, then right click and click Rename (or press F2).
3. Change folder "moddername" to **YOUR OWN** modder name, and check the box "**update in project files**".
4. Change the next folder "modname" to **a unique project name** for this project, and check the box "**update in project files**"
5. WolvenKit's logs will print a list of places it updated the names.
6. Next, find the **Resources** folder in project explorer, at the bottom.
7. Rename the following:
   1. .xl and .yaml file - "`moddername_modname`" to the same as what you just named your project. make sure to update the folder name for the .yaml as well

{% hint style="warning" %}
**HELP!!! I goofed and didn't check the box to "update in project files!"**

Don't worry. Rename your folder back to the placeholder name and do **not** check the update in project files box. Then, rename it again to your new replacement name.

Remember to check the box this time before confirming.
{% endhint %}

#### If you are making a rig mod for **masc V**:

* Delete the **fem** folder from the project
* open the .yaml, CTRL+F and search "`_wa`". Replace all instances of "`_wa`" with "`_ma`", then save your .yaml

#### If you are making a rig mod for **fem V**:

* Delete the **masc** folder from the project.

## Step 2: Update renamed paths inside files <a href="#step-2-update-renamed-paths-inside-files" id="step-2-update-renamed-paths-inside-files"></a>

#### The .xl and .yaml

Open your **.xl** file in your text editor of choice, such as Notepad++ or Visual Studio Pro.

In WolvenKit, copy the path to the clothing\_factory.csv file by hovering it and clicking the orange 🟧 button (or right click > "Copy relative path to game file").

Update the template clothing factory path in the .xl to your new clothing factory path. Save your .xl file.

Repeat for the localization.json file, copying and pasting it over the template localization.json path.

Next, open the **.yaml** file.

CTRL+F all instances of "moddername" "modname" "modderinitials" and replace them with your details.

#### The archive project files

Next, open the first file in your project **fem** or **masc** folder. Right click the `RDTDataViewModel` header.

Select "Search and Replace in selection" and set the search for "modderinitials" and the replacement to **your initials**. Click Finish.

Repeat the right click search and replace for all instances of "moddername" "modname" "modderinitials" and replace them with your details.

<figure><img src="/files/BJWAGrp0EkI9GXIK9mbk" alt=""><figcaption></figcaption></figure>

Save the file.

Repeat this process for all other files in the project:

* the mesh .ent
* the root .ent
* the clothing factory.csv
* the localization.json
* the .inkatlas

### (optional) Install mod and test <a href="#step-2-update-renamed-paths-inside-files" id="step-2-update-renamed-paths-inside-files"></a>

After renaming files, you should be able to install and test the mod as is on the player.\
Using the template rig that came with this project, you should be able to tell right away that it works, as your V's chest will have transformed horrifically.

## Step 3: Add your .rig to the project <a href="#step-2-update-renamed-paths-inside-files" id="step-2-update-renamed-paths-inside-files"></a>

Copy/paste or add your edited .rig file into your project if you don't already have one. Anywhere is fine, it doesn't have to be in the existing folders.

Copy the path of the template .rig.

Delete the template .rig.

Rename your new rig file, but highlight everything in the box including the folder names. Paste the path of the template rig and save.

Install mod and test.

Your new rig should have successfully replaced the template one!

## Step 4: Custom Icon(s) & Item Name/Description

Open the localization.json in Wolvenkit (not a text editor).

You'll see two entries, one ending in \_desc. The entry ending in desc is for your description and the other your item name. Expand them.

The `femaleVariant` section is where you write the text you'll see in game (it will show for masc as well even though it's named that). Change the `femaleVariant` text to whatever you want for the item name and description entries and save your localization.json

{% hint style="info" %}
More on localization here: [Translation files: .json](/cyberpunk-2077-modding/for-mod-creators-theory/files-and-what-they-do/file-formats/translation-files--json.md)
{% endhint %}

Last step is updating the template icon. Using Wolvenkit's exporter, export the two .xbm files in the project. One is simply a smaller version of the main icon.

Edit the files it generated in the raw folder with a photo/design editor of your choice. Do **not** resize their pixel width/height.

Save over these files.

Import them back over the .xbm in WolvenKit.

{% hint style="info" %}
If you know how to use Wolvenkit's Inkatlas Generator, you can also use it to generate your icon.

Just make sure you name your icon .png "equippable\_rig\_icon" before converting, and tell it to **replace** the existing .inkatlas
{% endhint %}

Install mod and test.

If everything works as it should and you're seeing your rig equip properly in inventory, you can pack your mod and it's good to go!

## Troubleshooting

#### My icon is white! <a href="#my-icons-are-white" id="my-icons-are-white"></a>

* Reimport your icons .xbms with compression settings set to `TCF_None`

#### My rig doesn't load when I equip my item / equipping makes my inventory character glitch for a long time then nothing happens!

* A path is wrong in your project or was not updated properly. Use WolvenKit's "Scan files for broken references" to check which paths need to be updated.

#### I don't want the rig item to be in the left toes slot in EquipmentEx! <a href="#my-icons-are-white" id="my-icons-are-white"></a>

* Change it to another slot by editing `placementSlots` section of the .yaml\
  There is a list of slot options [here on the EquipmentEX github](https://github.com/psiberx/cp2077-equipment-ex#outfit-slots)


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter, and the optional `goal` query parameter:

```
GET https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/npcs/rig-deforming-for-v/for-v-how-to-make-equippable-rig-mods.md?ask=<question>&goal=<endgoal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
